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Your DayZ Team

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Everything posted by [email protected]

  1. So, we've got a few items tested in-game, what's the next step? Is it a reasonable simple job to get them all mod-worthy and up on GitHub? Also, sorry if it seems like I'm pushing this somewhat, I just really think it could add a bit of flavour and colour to the mod while the team is trying to sort out 1.7.5.1. The community can help out! :D
  2. Nothing's wrong with 1.7.5.1. It's still the same glitches as we've always had, for christsakes people. The zeds (albeit fucked) have been made harder and all you do is sit here and whinge about it like the end is nigh, and that R4Z0R has betrayed you and all this crap. HE IS WORKING FOR FREE, TO BRING MORE CONTENT AND LESS BUGGINESS TO WHAT IS ALREADY A FREE MOD. STOP GIVING HIM SUCH A HARD TIME.
  3. I'm quite the opposite - 4 chopper crashes in the same play session, with 3 in adjacent fields to one another! Not sure if a bug. But there doesn't seem to be any military loot at them any more, only empty cans and medical gear.
  4. All I hope is that the tall apartment blocks aren't the horrific-looking things I've encountered on custom maps, where you can just climb up an ugly elevator shaft to the roof. Also, it seems as if all the apartment blocks have just been fused together. Does look a little weird I must be honest. Definitely interested to see how the map will change however (I guess any change is positive).
  5. Alright, maybe I went a bit strong there. TBH I wasn't really replying to your post so much as many other people's who seem to be blowing the whole thing way out of proportion, and I perhaps worded it as if I misunderstood what you were saying. Apologies. You make a good argument, Sir, and I agree that maybe 'sell out' is a bit strong. It's just that I do not want to see Rocket go down the path of many developers these days in such a way that provides lazy players a crutch to let them do what they want 'painlessly'. Gloopsgf, you are a great example of one of the many people who is overreacting. What I suggest as a compromise is a similar one to KingTubbs, but rather than appearing on your screen the waypoint could appear within the GPS' UI, much like an ordinary GPS. Also, I would give it a margin of error, as most GPS systems unfortunately have problems with. In a small area like Chernarus, this shouldn't be too much of a bugbear, and seeing as the GPS is rare enough already this would keep a nice balance (as it's not like every player is going to start with one). One point I disagree with you on is that you define navigation as not something that 'actually matters'. If navigation is key to survival, and survival is perhaps the key aspect of the project, then surely it does 'actually matter'? I just don't see why everyone has so little regard for what would be an essential skill in a disaster event. shadowleaper, that is an excellent idea, I was going for that with the 'make the map worse'. Perhaps you could get details from town information signs and such like.
  6. I don't know how I got here, but I played this for the first time yesterday and am completely geared after one trip through Cherno (Lee, matches, hunting knife, bottles, ammo, map, etc). If anything, it's easier as there only is about one weapon to find.
  7. I think we should leave SA models to the SA team, but this would be entirely possible for the mod. We don't really know what parameters Rocket and the team are working within for their models.
  8. Rocket would never sell out like that. If you have read many of his posts on Reddit, Twitter, etc. you will know that he plans only to make the 'game' he has always wanted to play, which is much more a survival sim than a zombie shoot 'em up. The prototype of DayZ didn't even have zombies. I do see your point, but I still don't see how adding a magic arrow pointing towards your destination makes the game better/more fun. There needs to be a compromise, and I'm sorry but the morphine example is not a good one to compare with the GPS. Yes, a broken leg would require weeks to heal, and that is ridiculous, but you're all blowing it out of proportion compared to being able to read a bloody map. It's really not that hard, there are many easy ways to figure out where you are via landmarks, contours, road signs, town layouts. The map in the game is also incredibly accurate, and I hope in SA they make it more civilian and with some errors (like any normal map would be). Morphine fixing a broken leg is ridiculous, but your implications that that situation is anything similar in terms of how game changing it is are completely misguided. For God's sake, the character's legs in this game are made out of glass or something anyway, they break their legs that often. People aren't going to rage quit over a map. If you can't be bothered to spend 4 or 5 minutes looking around and figuring out where you are then I'm sorry but you don't really fit the generally accepted DayZ player archetype (in before 'You can't dictate who plays the game').
  9. You did the right thing, soldier. NEVER CARRY THE DEW. IT WORKS IN MYSTERIOUS WAYS.
  10. I don't understand why people bring up other, completely irrelevant examples to try to prove their point, when things like childish admins, bugged zombies and unenterable houses are all problems that really have nothing to do with FEATURES of the mod. All the waypoint system does is provide a backdoor for the lazy to take them straight to the ub3r 1337 l00t at the NWAF, when doing some exploration is one of the most rewarding aspects of the mod as it stands. When I first played DayZ, part of its charm was spawning in on a beach and not having a clue where you were, then trying to figure it out by exploration of the surrounding area. The uncertainty is one of the defining features of the DayZ experience for many. Now, obviously, that charm has been lost somewhat as I have invested a lot of time into DayZ, but the point still stands that sometimes I enjoy attempting to get from my camp to other cities with minimal use of the map/no waypoints at all. Hell, it's easy enough to navigate using the ample road signs (if you can read cyrillic). As Chabowski keeps saying, this isn't a topic necessarily about realism, it's about adding a compelling and exciting challenge to the survival aspect of the mod, which many of us enjoy far more than the PVP fests that you use the waypoint system to guide yourself towards. Finally, learn 2 alphabet. A, B, C, not A, A, C.
  11. If you could get all of Joey's food and drink, plus all of your food and drink working and into the game, I can't see why a pull on Github wouldn't get these marvellous creations into the Mod. Even if the alcohol/conditions thing didn't mean anything ATM.
  12. And then what? I'm off to bed. Good luck with your exploits and I hope we will be making some headway soon.
  13. 为什么你在工厂会工作?为什么他会拍? 我不觉得你是一个农民。农民太愚蠢了网上冲浪!
  14. The funny thing is this is one of the most discussed ideas, and Rocket himself believes it would be a compelling mechanic in the context of things like waste management and cholera epidemics after disasters, etc. Using landmarks is simple.. Yes, there are lots of the same buildings but no one town is laid out like any other, and the surroundings are different, and also each area of the map feels different too (the northern forests and hills, the Stary<->NWAF fields, the southern valleys, etc). Finally, Rocket has said many a time that DayZ is NOT a game. I want my 15 minutes of navigational joy. :P
  15. If that doesn't work, then the only other thing I could suggest would be to download their example files and turn them into the item you want. Not sure how, but that's what I'm reading. Good to hear you got something going. What items are you testing out? Anything apart from the Voddler bar?
  16. Yeah, man, people like your idea, they will come. It's not like this forum is flooded with posts and needs bumping to keep stuff afloat.
  17. Have found that antibiotics are now way more common. Maybe too much?
  18. 1 dead Chinese soldier spawns every restart anywhere on the map, including Schadenfreude island. Has Chinese Entrenching tool, some unique Chinese assault rifle and a note in Chinese, with some story about how he got there.
  19. willey.erd@oundleschool.org.uk

    Grouping up.

    My group will be solely using ingame comms (radios if they are implemented) for our play - much more immersive and tense, someone could be listening at all times. Planning to have a Skype ban when SA is released, with a predisclosed location to meet at a certain time. Going to be fun. :D
  20. OK, I don't really know what you're trying to do but I am browsing google.. Are you trying to load in a .p3d? Also, if you are having trouble with textures, BI forums suggests this: http://ofp.gamepark.cz/_hosted/brsseb/tutorials/start/start.htm About as much help as I can be. Sorry. I'll keep looking though.
  21. I am just a bit confused as to how these community_assets work. I have never heard of them nor seen any community-made objects in game. If they were to go into this community_assets place, would they be in the mod? Or would you still have to do a github pull and all that jazz? I don't understand really what you're up to. :/
  22. So, would that mean they were in the game?
  23. Wait, sorry, explain? What does community assets mean? And please explain the 'actual' sight and hearing?
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